Simon Trümpler - VFX Sketchbook

cleaned shapes + first black shapes added

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first tests with color. decided to make the outer ring dust because it was taken to much attention away from the lightning/impact.

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Really like how that bloom orange looks! And also how the shading in and around the grayish smoke makes it feel much more 3D.

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Working for Marvel now eh? :smiley:

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  • more fluffy dust / improved impact / improved ground cracks

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i’m calling it done! :partying_face:

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Started with the first rough idea for the AOE slime. I thought about putting a magical shield to the bottom to add a nice blue tint and explain why the liquid is doesn’t like to go further. A bit like my “shielded explosion” but this time within cylinder instead of a sphere.

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new version.

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New version: my idea:

  1. a slime puddle appears
  2. out of this puddle raises a slime blob
  3. the blob explodes and pushes the puddle in nova shape toward the shield

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refined the shapes. i think i’ll start the shading next:

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  • refined slime-Nova shapes (added some more holes to take away a bit of the mass)
  • also did first shading test

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So hot so hot, simon

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wow ive been following these as you post them in the dcord so its really awesome to see them all compiled together like this! Lovely work dude!

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Thank you @Terrikon & @Badfish!

Here is the next shading step for the lower fluid:

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Gloopy! love it dude. :smiley:

hey simon love your work and this thread

may i suggest fudging the gradient to account for simultaneous contrast? perhaps by using

  • height based shadowing – to add depth for the eye and illusion of self-shadow
  • top facing normals / top texture ability to diffuse light – illusion of subsurface for translucency

simonrtvfx01

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Hi, thank you for taking the time to write feedback and even do an overpaint! :hearts:

I also thought about a height based shadow but I’m careful to not have it appear too solid/opaque. What I noticed for example: Slime is usually brighter where it is thinner and I imagine those areas, which are in shadow in your painting, stay a bit brighter (see image), but I’ll play around with that!

image

top facing normals / top texture ability to diffuse light – illusion of subsurface for translucency

I’m not sure if I understand the second point.
Thanks for your feedback!

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My interpretation was wrong, i had made contextual illusions for liquid soap on the scale of a bath tub getting hit by an anvil; The suggestions are inapplicable relative to gelatinous material.
pretty much ignore anything I suggested.

this Slime has characteristics of foam, trapped air bubbles become an overwhelming light scatter property contextual to

  1. White background – no longer occluded as it thins out.
  2. relative foaming* - significantly scatters light as the bubbles can’t quickly escape while material thins
  3. (wont even go into the reflectance complexity as it has a lot to do with our eye/perceptions inability to perceive linear brightness)

(*this is similar to stretching plastic and how it brightens as the molecular cohesion turns a smooth surface into a coarse skin)

It’s a much more sophisticated material to reproduce in various contexts, sizes, lighting and background from a technical light logic/PBR standpoint; the density/stretching of trapped micro-bubbles and air pockets dramatically overtakes translucency.

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@Torbach thanks for the additional feedback! <3

Inmediate update: did a small blender rendering to check where we see diffuse, translucency and spec color.

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I know, it’s too noisy. I need to find a way to bring more readability into the painting.

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